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The Moonsea Player’s Guide Table of Contents Introduction ..................... .2 West Branch ..................... .3 North Coast ................... .. 12 South Coast ................... ..2 1 Moonsea Miscellany ...............2 6 Credits Design: John Terra Editing: Allison Lassieur Project Coordinator: Karen S. Boomgarden Cover Art: Danilo Gonzalez Interior Art: Valerie Valusek Cartography: David C. Sutherland III Typesetting: Nancy J. Kerkstra Production: Paul Hanchette 9474XXX1902 & ISBN Hinton CB1 3LB

The Moonsea Player’s Guide - abiwolnzach02.comhe Moonsea Players™ Book is a companion to The Moonsea Reference Book and contains all the information the players are allowed to

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Page 1: The Moonsea Player’s Guide - abiwolnzach02.comhe Moonsea Players™ Book is a companion to The Moonsea Reference Book and contains all the information the players are allowed to

The MoonseaPlayer's Guide

Table of ContentsIntroduction . . . . . . . . . . . . . . . . . . . . . .2

West Branch . . . . . . . . . . . . . . . . . . . . . .3

North Coast . . . . . . . . . . . . . . . . . . . . . 12South Coast . . . . . . . . . . . . . . . . . . . ..2 1Moonsea Miscellany . . . . . . . . . . . . . ..2 6

Cred i t sDesign: John Terra

Editing: Allison LassieurProject Coordinator: Karen S. Boomgarden

Cover Art: Danilo GonzalezInterior Art: Valerie Valusek

Cartography: David C. Sutherland IIITypesetting: Nancy J. Kerkstra

Production: Paul Hanchette

9474XXX1902

&

ISBN

Hinton CB1 3LB

Page 2: The Moonsea Player’s Guide - abiwolnzach02.comhe Moonsea Players™ Book is a companion to The Moonsea Reference Book and contains all the information the players are allowed to

Introduction�The Moonsea is a cold, unforgiving, turbulent body of water that�ll pull you underand end your life if you make the slightest mistake. But that�s fine, since her peopleare precisely the same way!�

�Elminster of Shadowdale

�All things being equal, I�d much rather be stuck for six months mapping the sewersof Ravens Bluff than spend a single season on the Moonsea.�

�Mendryll Belarod, bard

�Master the sea, or be mustered by it.��Moonsea sailor�s saying

elcome to this humble guide to the Moonsea, also calledthe Sea of Dragons, Dragonsea, Umberlee�s Last Laugh,and Damned Awful Stretch of Water. Within thesepages you will find a guided tour of the Moonsea and hercoastal cities, courtesy of the bard Mendryll Belarod

(also known as Mendryll the Half-elven).Mendryll is traveling on board the vessel Devawing, which winters in

Tantras. He provides a running narrative on the cities of the Moonsea,including advice on places to stay, people to avoid, and legends to heed.

So, open this book and be prepared for the biting wind, the sea spray, andthe slip of the dagger. The Moonsea has them all, and will either make youvery rich and famous or very, very dead.

About This Bookhe Moonsea Players� Book is a companion to The Moonsea Reference Bookand contains all the information the players are allowed to see. If a

player character was born in the Moonsea region, this information is com-mon knowledge to him or her. Otherwise, PCs can learn information throughresearch, sages, guides, tavern talk, etc.

The first chapter covers the sea�s West Branch, the second chapter itsNorth Coast, the third its South Coast, and the last chapter defines theMoonsea itself.

The information presented herein supplements that provided by theFORGOTTEN REALMS® Campaign Setting. However, it may not all beaccurate; in some cases it will be incomplete. After all, not all rumors andlegends are true!

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Page 3: The Moonsea Player’s Guide - abiwolnzach02.comhe Moonsea Players™ Book is a companion to The Moonsea Reference Book and contains all the information the players are allowed to

West Branch�There are three good reasons to stay clear of this branch of the sea: Zhentil Keep,Yûlush, and the Citadel of the Raven. If you truly want to commit suicide, surelythere are easier ways than visiting these places.�

-Mendryll Belarod

he ship that I took, the Devawing, flies the colors of thecity of Tantras. It was a comfortable ship�a smartly-rigged caravel�and my quarters were small but clean. Inaddition to the captain, there were about 30 sailors onboard. Most are career seamen who have few ties to fam-

ily or loves anywhere in the Moonsea. After a brief bout with seasickness(which highly amused the the sailors on board!) I gained my sea legs. Webegan our journey at Hillsfar and headed west. I will begin my journalwith a description of the region, then report on the individual places.

The West Branch of the Moonsea extends west from Elventree, turnsnorth, and ends at Zhentil Keep. Many mapmakers and sages also includethe inland cities of Voonlar and Teshwave that lie to the west, Yûlashinland south, and the Citadel of the Raven inland north, which is tuckedaway behind the Dragonspine Mountains.

This section of the Moonsea coast contains great amounts of farmland.The southeastern edge of this area borders on the Dalelands and Corman-thor, the ancestral home of the Elven Court, and the northern edge bor-ders the wild lands of the Ride.

It�s a good thing I wasn�t looking for a relaxing journey, because theWest Branch is a place of much strife. With Hillsfar�s expansion, ZhentilKeep�s downfall and the subsequent giant invasions, and the strugglesover Yûlash, the Moonsea�s smallest farming community can be a beehiveof activity. Even though this spur of the Moonsea borders some truly civi-lized places, it is nevertheless a great danger to travel through here lightlyarmed or with only a small retinue.

Even though Zhentil Keep�s back has been broken, Cyric is still a pow-erful god. The Zhentilar and the Zhentarim are still very viable forces inthe Realms. If the Zhents were a body and Zhentil Keep its head, thenthat head has been severed. Unfortunately, this means that we now havea lot of brainless Zhents running around on their intact legs, still quitecapable of swinging a sword with their intact hands.

Hillsfar�s victory over Zhentil Keep in Yûlash simply means that onefaction of evil men beat another faction of evil men for a piece of ruinedland and a city full of rubble. I�m sure, too, that I will see more RedPlumes dotting the landscape in future days.

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Hillsfar�Zhentil Keep? Hillsfar? Who can tell which is the lesser oftwo evils?�

�Moonsea saying

he walled city of Hillsfar, situated at the junc-tion of three roads, is now the strongest city in

the Moonsea since the destruction of Zhentil Keep.This is not a comfort to right-thinking souls.

Our ship landed at a small village known simply as�The Docks.� We soon realized that this was not aseparate village, but was actually part of Hillsfar. Thiswas apparent from the considerable water traffic weran into there.

One of the old salts on the Devawing pointed to myears (the only physical characteristic I possess thatshows my elven heritage) and told me, �If you want towalk five paces into the street and live, you better dosomething about them ears!�

That is how I learned that Hillsfar welcomes onlyhumans; dwarves, halflings, gnomes, and elves (andany combination thereof) are forbidden. Anyone whoseems in any way different is usually thrown into theArena for the amusement of the local toughs. (I shalltalk more of that pleasant place in a moment).

I used a spell to alter my appearance, signed thecity�s visitor log book (paying two gold coins for thatdubious privilege), then set out to wander the city.

Although Hillsfar has the feel of an active, bustlingcity, it is a place of drably dressed folk with no imagi-nations and little tolerance for anything not human-wrought. There is very little singing and laughter inHillsfar, and what enjoyment the population seems toget comes from tormenting out-of-towners and harass-ing anyone perceived as weak or defenseless.

I also found Hillsfar to be a city of inconvenience.All weapons had to be peace bonded, and shows ofmagic were frowned upon. Even the harmless spells Icast during my performances were unwelcome!

The city is run by a First Lord by the name ofMaalthiir, who supposedly dabbles in sorcery and eco-nomics. He lives in a large castle called Vultureroost.Evocative name, no?

Hillsfar even has an organized thieves� guild, called

Hillsfarillsfar is a large city surrounded by an imposingbrown stone wall. It is run by an ambitious,

ruthless leader who despises all who are not human.Population: There are 60,000 permanent resi-

dents, but the population rises to about 90,000 in thesummer months.

Inns: Inns that cater to adventurers� needs are for-bidden. However, the Diamond in the Dung is anestablishment that secretly does so. A room plus mealcost 5 gp per night.

Taverns: The Rats� Nest is a noted Red Plumehaunt. The Bugbear�s Cave is known for bad food andgood gossip.

Supplies: There is a full range of supply shops inthe city. Titys�s Emporium has everything an adven-turer could use, and Titys is a fairly reliable fence.

Watch: The Red Plumes patrol the city. Theyhave the power to dispense justice as they see fit.

Temples: The Vault of Swords (Tempus), theHouse of Happiness (Lliira), Lasholme (Chauntea),and small but well-kept shrines to Umberlee, Malar,and Torm.

Other: Laris�s Curios is one of the only true magicshops in the Realms. Laris�s sells and buys magicitems, spell components, and artwork.

the Rogues� Guild of Hillsfar. But don�t be fooled: theGuild is actually a sanctioned spy network forMaalthiir. I thought the whole idea of a �rogue� wassomeone who worked against the law, not for it.

The Red Plumes are Hillsfar�s very nasty troops. I�mtold there are over 8,000 of them, but most are scat-tered gods-know-where in order to conquer theMoonsea coast.

The people of Hillsfar have a strange definition ofentertainment. Evidence of this is that fact that oneof the most popular attractions is the Hillsfar Arena.

The Arena is the site of very bloody gladiatorgames, public executions, and fights between whatthey call demihumans and monsters captured outsideof town. To me, not all the monsters are on the floorof the Arena; it is the citizenry of Hillsfar who are�demi� human!

One of the more intriguing beings who fights in thearena is Taurus, a minotaur great of muscle and small

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of brain. He has achieved a measure of fame and isconsidered a mascot of sorts for the Red Plumes. Ihave seen him drinking at the Rat�s Nest with theother rats . . . er, Red Plumes.

Maalthiir, the ruler of the city, has surroundedhimself with some strange associates. A bizarre wizardnamed Wak enjoys waylaying unsuspecting visitorsand dropping them into the Arena for fun.

Mordak Brelliar is a wizard and Maalthiir�s appren-tice. It is said that Mordak is a schemer and plotter,and there are whispers that he sometimes acts con-trary to Maalthiir�s wishes.

Rumor also has it that Maalthiir is romanticallyinvolved with Dualah, a priestess who tends theshrine of Umberlee the Bitch Queen. Does this manknow how to choose friends, or what?

I�ve heard rumors that there is resistance toMaalthiir�s rule, particularly regarding Glinda Scatter-star, head of the Mage�s Guild of Hillsfar. Accordingto the talk, people are glad to see the Guild concen-trating less on covering its own posterior and thinkingmore about how to put down Maalthiir for good.

Ever since Hillsfar yanked Yûlash from the grip ofthe Zhentilar and the news arrived about the destruc-tion of Zhentil Keep, most of the citizenry of Hillsfar(especially those Red Plumes) have become insuffer-able blowhards. They think that Maalthiir�s edicts forthe city have been vindicated by the gods because ofthe defeats the Black Network suffered. Fools! TheKeep was destroyed, yet the Network lives. Yûlash isscarcely a prize to be bragged about; there are hardlytwo stones left atop each other in that town!

The city seems to have it in for adventurers. Now,I�ll admit, I consider the name �adventurers� to berather silly, a name that perhaps a child would use.But still, to forbid the establishments from servingpeople of that ilk? Really, now.

Do you want to know where to go in Hillsfar for agood time? The Docks, my friend. Oh, the Docks isn�tHillsfar�s harbor. In fact, Hillsfar proper has no harbor.I�ll wager you didn�t know that, eh?

The Docks is the small village where the Devawingdropped anchor. It is a vibrant, noisy, salty, rough-and-tumble place, alive with the accents of a dozen

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tongues spoken by the vast collection of sailors andforeign merchants who come here. Hillsfar�s soul isnot in the city, it is here in the Docks, friend.

Oh yes. Far be it from Maalthiir and his racist mer-chants to soil their hands and their pure city withfilthy docks and the filthy foreigners they attract. Putthe Docks in a small village downwind from and out-side the city walls. There you go.

Keep away from the Rusty Nail Inn. . . . I swear,that�s what they use to prepare their food. Go to theMermaid�s Bosom, but go with friends who know howto hold their liquor and/or know how to fight.

Don�t sleep in the Docks. Go into Hillsfar itselfand head for the Diamond in the Dung. Apt name fora fine inn that will serve the likes of us!

Zhentil Keepnce our ship left the ever-so-pleasant regions ofHillsfar, we made for a northwesterly direction

and decided to see for ourselves what had happenedto Zhentil Keep.

We managed to dock the Devawing in the northernsection of the Keep and disembark. Zhentil Keep is amisnomer, since it is hardly a keep but a full-fledgedcity. Well, it was until a while ago, anyway.

Before I continue, I must explain the differencesbetween Zhentil Keep, the Zhentarim, and the Zhentilar.Zhentil Keep is the great city from which all of theabove groups sprang forth. Everyone considers Zhen-til Keep home and headquarters.

The Zhentarim, also known as the Black Network,is an organization of mages, priests, thieves, and fight-ers. They are the true rulers of Zhentil Keep.

The Zhentilar are the city�s soldiers, and they takeorders from the Zhentarim. Total Zhentilar strengthnumbers around 20,000, but only about 5,000 Zhenti-lar reside in the Keep proper.

Alas, that number has been greatly diminished dueto current developments. The rest are scattered in theCitadel of the Raven and all along the Long Road. Itseems their main purpose in life is cutting off Yûlashfrom Hillsfar supply lines.

The terms Zhents and Zhentish apply to the average

citizen of the Keep and anything that originates fromthem. Travelers are advised not to use the wrong termwith the wrong people.

Recently the central section of the city, situatedaround the Black Altar, was annihilated by divinevengeance. As I passed through the place, I saw formyself what was left of the incinerated temple andthe surrounding city buildings.

To make matters worse, it appears that hordes offrost giants are closing in on the city from the north.They are wearing down the citizens.

As a result, the surviving portions of Zhentil Keep arein disarray, and no one knows which buildings will bestanding tomorrow. Conflicting reports come from theKeep on a regular basis. The only inn we found open wasthe Hero�s Rest, close to the harbor district. As of thiswriting, it still stands. Who knows what has become of it?

There are thousands of people still living in thisshattered ruin, but the exact number is unknown.Chaos rules, and the Zhentilar are not always aroundto enforce what little law is left.

Trade and commerce have ground to a halt, at leastfrom what I could see. Stores that are still standingare not open regularly, and even the most basic neces-sities are becoming hard to find.

There is strong talk that the survivors may aban-don the city. Certainly, the frost giants are an incen-tive for even the most stubborn city-bred fool to getoff his behind and run.

Believe it or not, there is even talk that the fat,foppish Lord Chess wishes to hire adventurers to dealwith the frost giants and clear escape routes for thefleeing citizens. It is supremely ironic that a place likeZhentil Keep would find itself in the position of ask-ing for help from the sort of people who would love tosee the city fall.

But if the frost giants win, they may very well keepgoing down the coast. Then we would see someimpressive destruction in their wake.

I must warn you: Though Zhentil Keep is a weak-ened, crumbling ruin, the Black Network and theZhentilar remain powerful influences in the Realms.Because of these evils, Zhentil Keep will remain aplayer on the stage that is Moonsea politics. But per-haps its minions will not strut so much now.

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Citadel ofthe Raven

rgil, the captain of the Devawing, informed methat the vessel had to remain at Zhentil Keep

for an indefinite period of time. Since the thought ofspending another second at Zhentil Keep made mystomach lurch, I decided to take the opportunity tostrike out on my own. I chose to go west.

With some modest �luck� at cards, I managed tosecure a mount and ride the Zhentilar Trail to theCitadel of the Raven. Interestingly enough, I was notbothered once on my journey.

Three-quarters of the way to the Citadel I hap-pened upon a caravan going the same way. I keptpleasant company with the merchants and managedto find out a bit about the Keep.

The Citadel is not one but many fortresses, linkedtogether by tunnels and bridges along the Dragon-spine Mountain range. To the east of the Citadel liesthe Ride, and the Border Forest looms in the west.Beyond that is Anauroch, the Great Desert.

At one time the Citadel was occupied by thearmies of many Moonsea cities in an alliance. Atsome point Zhentil Keep broke the alliance, attackedthe others, and took over the entire Citadel.

The Citadel of the Raven is not a city where peo-ple come and go, do a little business or stay in somenice inn. It is a military installation that belongs tothe Zhentilar. It is staffed with over 2,200 soldiers,plus an additional 300 non-combatants such as cooks,servants, and what the genteel folk in the big citiescall �hard-currency girls.�

I decided to leave the caravan and ride alone to thegates of the Central Keep, which provides access to theentire Citadel. The Zhentilar did not take too kindly tothe approach of a solitary rider, and it�s my guess they�dfeel the same way about a band of adventurers. I sup-pose I should have stayed with the caravan; these days,only caravans and Zhentilar troops are welcomed in theCitadel. Fortunately, the Central Keep has modest facil-ities to house weary travelers for a night or two.

I did manage to get in, but it was solely by virtue ofmy superior musicianship. A post at the Citadel is a

lonely one, and not a tour of duty that most men vol-unteer for. Just a few verses from one song in my vastrepertoire (and not one of my best pieces, mind you)were sufficient to convince the sergeant on duty that Iwas harmless and persuade him to allow me in.

The sergeant told me that Lord Kandar Milinal,the Citadel commander, is an unswerving devotee ofCyric and a fanatic for discipline. That doesn�t makea soldier�s assignment here any easier; I can see whyeven a small diversion such as a bard at the gatewould hold such appeal.

A pair of priests here make life truly interesting:Boruse Temlor and Ampherd Holt. Boruse, the Strife-lord of the Citadel, is a cold man with a single-mindeddevotion to Cyric. Ampherd is a crazed holy man ofTempus who, the rumors say, wanders the halls of theCitadel in bloody armor. Soldiers swear they�ve heardhim clanking along, spouting militaristic platitudes.Never a dull moment when those two are around!

Lord Manshoon of the Black Network has rooms inthe Citadel, but he was not around when I was there.

These days, the residents of the Citadel areembroiled in endless plots and counterplots. Thereexist several political factions, each with its own ideafor the future of the Citadel. There is talk that someeven want to split away from the Zhentarim becauseof what happened to Zhentil Keep.

I was able to do some research on the Citadel, andI discovered that there may exist vast undergroundtunnel complexes that have not seen lantern light incenturies. Since the Citadel is rumored to have beena sort of bandit stronghold in ancient times, therecould very well be vast storerooms full of loot waitingto be picked up.

Of course, there might be a slight problem in tryingto explore these areas; the commander will not be tookeen on allowing a group of strangers to delve intothe heart of the fortress.

Incidentally, even though the Citadel no longerwelcomes independent adventurers, it does occasion-ally hire mercenary groups for scout missions, amongother things. The commander, however, believes he issmart enough to distinguish between the two.

It is rumored that one small keep within theCitadel, Point Dusk, is haunted. Be warned.

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Teshwavence the largest town in Teshendale, Teshwave isnow little more than a garrison for Zhentilar

forces. Most of the buildings have been leveled.Population: There are approximately 50 people left

in this town. In addition, there are 2,000 Zhentilartroops and 300 humanoid troops�mostly ogres, orcs,and goblins.

Inn: Only one inn remains: The Rapids. Room andboard is 6 gp a night. A beautiful barmaid named Tulaworks here.

Supplies: Vergun�s Caravan Shop is the only storein town. Vergun charges full price plus an extra halffor all goods.

Watch: The entire perimeter of the town is heavilypatrolled by Zhentilar troops in six-man formations.

Temples: A makeshift sanctuary devoted to Cyric isthe only thing left.

Other: The Pit is a combination ale-house, festhall,and casino. It is always full, and it always smells.

Teshwavewas glad to finally put the somber Citadel of theRaven behind me. I rode southwest, back to

Zhentil Keep by the Teshnost Trail, to the smalltown of Teshwave. Perhaps this town may sound alittle more familiar by its old name: Teshendale.Teshwave was the largest, most prosperous town inold Teshendale.

I did not get very close to the town before someZhentilar challenged me. Unlike the lonely soldiers inthe Citadel, these lunatics seemed determined to takeme to their commander for questioning.

Teshwave has turned from a healthy, prosperousDalelands settlement to a drab, ruined garrison town.Its soul has been torn out by the Zhentish occupation.In fact, with the destruction of the Keep, the occupy-ing forces seem more determined than ever to keeptheir stranglehold on Teshwave.

The Zhentilar have completely ruined the townphysically, too. When they swept down and capturedTeshwave, they didn�t think it important to leavemany buildings standing. There is still an inn, a cara-van staging area, a shrine to Cyric, and a few houses,

but most of them look as if a strong wind would top-ple them. Sadly, all else has been destroyed.

The town is now used as a garrison for ZhentilKeep forces and a launching point for caravans. Mer-cenaries and nonhuman forces also use Teshwave as acamping area. A tip: Riding past the stench and chaosof their camps after hours is definitely not a good idea,especially for a lone rider or a small group.

The garrison commander and de facto leader of thetown is Guthbert Golthammer, a human warrior withgreat arms skill and little mental skill. However, thereal power in town is a man named Asdag. He is apriest of Cyric, and he is as clever as he is frightening.

I met Asdag and Guthbert at the same time. As Imentioned earlier, the overenthusiastic Zhentilartroops all but arrested me and took me to thelargest, most (very well, the only) opulent house inthe town. Apparently, Asdag and Guthbert use it astheir quarters and interrogation office.

Guthbert asked the questions, but it was clear thatAsdag was in charge. Interestingly, though, Guthbertseemed completely oblivious to where the true powerlay. It was as if Asdag had lulled Guthbert into feel-ings of security and confidence, convincing him thathe was more than he really was.

They interrogated me for I don�t know how long.Their main concern seemed to be the threat of someanticipated attack, and I think they believed me to besome sort of scout. Eventually they released me since,in the course of their questioning, it finally becameclear to them that I was harmless. I even had to playfor them to prove I was really a bard! How base.

The streets of Teshwave were eerily empty andquiet. Teshwave has approximately 50 native citizensleft, and they are unable to leave because they havenowhere else to go. The fight has gone out of the peo-ple; they accept their lot like dumb sheep. If there is aresistance here, I could not find it. I�ll wager you�llfind Zhentish steel in your back before you find any-one here with fire in his belly.

To make matters worse, the Zhentilar launch regu-lar attacks on surrounding areas from Teshwave. Thepopulace is always on edge, waiting for the nextassault. It grieves me to see this town used in such amanner. Maybe someday some heroes will free it.

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Yûlash�Seeing Zhentil Keep and Hillsfar fight over Yûlash is likeseeing an ogre and a troll fight over a deer. You wish thatthey�d both just kill each other and let the deer escapeunhurt.�

�Kel the Perpetually Unfortunate

rom Teshwave I rode in a southeasterly directionon Bowshaft Way to the city of Yûlash. I heard

there had been battles between Hillsfar and ZhentilKeep around Yûlash and wanted to take a look.

The recent setbacks at Zhentil Keep had caughtthe Zhentish forces off-guard. The Hillsfar forces wereable to beat back the Zhentilar and take the entiretown.

Now the Red Plumes of Hillsfar dominate and con-trol Yûlash. What is left of Yûlash to control? Notvery much, I must say. Most of the city has beenpounded into rubble, and anyone with half a brainhas long since left.

Still, Yûlash is located at a crossroads, a veryimportant strategic consideration. But the crossroadsappears to be the only thing that isn�t ruined.

The surviving Zhentarim have retreated outsidethe city and set up camp, where they hope to harassany caravans that dare attempt to enter Yûlash.

I took the time to wander around. Honestly, I haveseen ancient elven ruins in better shape than thistown. Everywhere you look there are shells of build-ings or heaps of rubble. The smoke of countless firesstill hangs in the air.

While people are not starving in the streets, it isclear that the city is suffering from shortages. Pricesare high and quality is low. I suspect the Zhentilarwho are encamped outside the city are more success-ful at their interception of trade caravans than theHillsfar victors care to let on.

However, it seems the citizenry has not given up inits struggle. There are two major factions in Yûlash:One supports Hillsfar, the other supports ZhentilKeep. Even though the Zhentilar are gone from thecity, that faction keeps the struggle alive with assassi-nations, sabotage, and other subterfuge.

Hillsfar wants to see Yûlash thrive, and economic

Yûlashûlash is nothing more than a walled ruin underHillsfar control. About a score or so buildings

still stand.Population: Current population is 1,700, all

human.Inns: There are no inns left in Yûlash.Taverns: The Last Place is the only tavern in

town. The food and drink are good, and it�s alwayscrowded.

Supplies: There is only one store: Coryn�s All-Goods. It is said that Coryn fences stolen goods.

Watch: The city is patrolled by Red Plumes insquads of six.

Temples: The only temple in town is devoted toTempus. Considering all the fighting that has takenplace here, this is hardly surprising.

recovery is a priority. But as in Hillsfar, all nonhu-mans have been purged from Yûlash. Things like thatmake one realize that no matter whether ZhentilKeep or Hillsfar won, the victor was the wrong side.

Maalthiir is said to be hiring groups to clear out theremaining Zhentilar and to explore the ruins underthe city. It is rumored that mad gods and their foultreasures still lie waiting to be discovered.

I have heard that Maalthiir is trying to encouragebusinesses to come back into Yûlash. Perhaps adven-turers who were retiring or wanting to open an inn orbusiness would be interested? In fact, inns, generalstores, liveries/stables, and food markets are the mostsought-after enterprises.

Incidentally, uninvited parties that explore theruins under Yûlash are killed as looters, if caught. TheRed Plumes are very much in favor of the kill-first-ask-questions-later form of control.

Though it may seem that Yûlash is finally at peace,this is far from true. The Zhentilar have not given upentirely. The anger and animosity between the differ-ent factions constantly threaten to erupt into vio-lence, and the whispers of dark gods lurking under-ground fill the people with fear.

Now there is an opportunity for some enterprisingadventurers who wish to go into business for them-selves! Sponsor (and protect) caravans into Yûlash,then set up a business in the city proper!

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Voonlarather than return to Zhentil Keep from Yûlash,I decided that I had had enough of Zhentilar for

a while. Instead, I rode farther southwest to Voonlar.Imagine my surprise (and disgust) when I arrived at

Voonlar and discovered it to be yet another Zhent-occupied town. Located at the junction of the roadsfrom Shadowdale, Yûlash, and Teshwave, Voonlar isonly slightly larger than Shadowdale itself, and isconsidered the latter�s chief rival in the area.

There are no Zhentilar in Voonlar, but it is clearthat the local bron is a member of the Zhentarim.The bron is named Buorstag Hlammythyl, a greedyZhentish lapdog. I am convinced the annual electionfor bron is tampered with by the Zhentarim.

If you must deal in this Zhentish-controlled town,work with the Shield Trading Company. They mayeven have some employment for honest folk, and youcan be sure they need all the help they can get.

I didn�t see any organized resistance in Voonlar to

Voonlaroonlar is a small, quiet town. It is in fact con-trolled by the Zhentarim.

Population: Voonlar has 1,900 citizens.Inns: The Sign of the Shield is an excellent inn

with fine food, drink, beds, and a stable. A room andfood are 4 gp a night. The Swords Meet is anotherfine inn. Rooms and a meal are 3 gp a night.

Taverns: Voonlar�s most popular tavern is the Bor-ing Pig. It offers decent food, good conversation, and(chances are) a good card game in progress.

Supplies: The Shield Trading Company is an hon-est merchant house free of Zhentish influence.

Watch: There are six deputies on duty, and thetown can muster 70 militiamen.

Temples: Two sanctuaries pay respect to the DarkGod Reformed (Cyric) and the Bounty of the God-dess (Chauntea).

the puppet rulers. But then again, my calling in life isnot to seek out rebels and offer them aid. I am a bardand I do not star in tales. I merely relate them.

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Elventree�Blink, and you�ll miss it.�

�Malraz Alizar, illusionist

returned to Zhentil Keep from my experiences inVoonlar to discover it would be another two days

before the Devawing was scheduled to make sail.However, the captain informed me that we would usethe extra time to return to Hillsfar and pick up somecargo bound for Melvaunt.

When we reached Hillsfar, we encountered trou-ble. It seems the Hillsfar navy was going out on a sor-tie, and the docks� security was tightened to the pointof rampant paranoia. Our ship could not leave dockuntil the navy returned. Apparently, this is a commonnuisance for ship captains who come to Hillsfar.

I simply accepted it as fate, hired a horse, and rodeeast down Elua�s Ride to Elventree. Being at least par-tially blessed with elven blood, I wanted to see thisplace for myself and perhaps revive the artistic spiritwithin me.

Elventree is a Moonsea community like no other.This is less a town and more a forest hamlet. It is aperfect place to heal body, mind, and soul. The air issweet with the fragrance of pine, flowers, and fertileearth, and all who come here seeking beauty andhealth are welcomed. Those seeking glory, power, andfortunes are shown the way out.

I was not disappointed with what I found.Elventree is a place of tranquility and beauty where

visitors may research magic, old stories, or songs. Itspeople are so peaceful and tolerant, I found it hard tobelieve that this place is considered part of the cursedMoonsea. It is a community of humans, elves, andmixed bloods like myself, engaged in such honorableoccupations as artisan, ranger, and nature priest.

In keeping with the elven philosophy of workingwith nature, all of the buildings are located either innatural caves or atop or inside large trees. Elventree isso well concealed within its natural setting, I was told,that it is possible for someone who knows naught ofElventree�s existence to actually ride right past it.

There is no town leader, as in most human commu-nities. Everyone lives in a manner that is consistent

Elventreelventree is a community of elves, humans, andhalf-elves living in harmony with nature.

Population: There is a total population of 900souls, including elves, half-elves, and humans.

Inns: Located up in a large tree, the SwayingBough is the best place. Food and room are 3 gp.

Taverns: The Tree Spirits is a fine tavern, despiteits awful pun name.

Supplies: The Gold Cave is the town�s main trad-ing emporium. Regular equipment plus hard-to-getitems of elven manufacture are found here.

Watch: The town has no organized watch.Temples: The two temples here are the Halls of

the Unicorn (Meilikki) and the Temple of Mystra.The latter is tended by a mysterious wizard. There arealso shrines to Chauntea, Silvanus, Eldath, CorellonLarethian, and Rillifane Rallathil.

Other: The Listening Tree is an amphitheatermade from a large tree. Performances take place therealmost every night.

with the Harper code. Speaking of the Harpers, sev-eral live nearby. I�m told they keep a careful watchover the community.

An amazing structure called the Listening Tree isthe most wondrous place I have seen in this region. Itis a giant, ancient oak that has been pruned andworked in such a way that it is a natural amphithe-ater. The acoustics are perfect; I know, because I per-formed there.

The Temple of Mystra is an odd place, a cavewhere magic works at its fullest potential. It is tendedby a mysterious, masked wizard, the identity of whomno one seems to know. Personally, I think it�s Elmin-ster moonlighting, but I could be wrong.

I stayed in a wonderful inn called the SwayingBough. It is nestled in the branches of a huge tree;actually, it is the tree, but you can�t tell it when youstay there. The leaves and branches created the wallsand roof in each room, and the sensation of serenityand peace that overtook me while I was there is diffi-cult to describe. If you go there, be sure to stay in theinn in the tree.

It was with a great sense of reluctance that I had toleave Elventree.

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North Coast�Dislike the North Coast? Just because it�s damned cold and filled with orcs andgiants as far as the eye can see? They come down from the North like clockworkand knock down the coastal cities, which then proceed to rebuild�until the over-grown swine attack again. Why should I dislike it?�

�Mendryll Belarod

e set sail from Hillsfar north-northeast to Melvaunt,crossing the Moonsea at one of its widest and deepestpoints. The waves were rough and a cold, biting windblew down from Thar. I was quite glad I remembered tobring my heavy cloak while on this leg of the journey.

On one particularly dismal night as I walked the decks, I heard an eerienoise: the mournful tolling of large bells, the kind one would find in atower in some large city. I have often heard carillons ringing out anthemsof their towns, but this lacked any of the soothing musical quality evincedby that kind of chime. The bells rang in perfect time, sounding out notesas if they were tolling the midnight hour�except they tolled threescoretimes. It disturbed me so much that I made a warding gesture to Oghmaand quickly went below decks.

The North Coast of the Moonsea is a rough, harsh place bordered by theogre kingdom of Thar, the West Galena Mountains, and the nation of Vaasa.The North has been defined as everything from Phlan (including the Sor-cerer�s Isle upriver on the Stojanow) to Sulasspryn.

Farming is not widely practiced here. The people�as harsh, cold, andtough as the climate�engage in mining, trading, and fishing.

The North Coast has taken the brunt of abuse from nonhuman forces.Whether it be flights of dragons, humanoid invasions, or even the preda-tions of troops or thieves from their fellow Moonsea cities, the NorthCoast cities have endured more than their share of woe. The cities are rou-tinely knocked down by the opposition, only to be rebuilt by the stubborn,determined Mooneyes.

�Mooneye� is a slang term for Moonsea folk. The Moonsea folk in generaltend to be a suspicious, unfriendly, morally corrupt lot, and the term is evoca-tive of the look they give strangers. However, never call them �Mooneyes� totheir faces unless you desire a burial at sea.

I will say this much for the North Coast: It is not dull. If stories and songsare made from dangerous deeds, then there is enough material here to keepsix talented minstrels (such as myself) occupied for an elf�s lifetime. In theNorth you find your fortune, or you find your death.

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Melvaunt�Of course I�m sure that we�re approaching Melvaunt. I�dknow that smell anywhere!�

�Orgil, Captain of the Devawing

fter the fresh scent of Elventree and the bracingsmell of the sea, my arrival in Melvaunt was

quite a shock to the nose, among other things.The first glimpse I had of this depressing town was

the gray-brown cloud that hangs heavily above it.From sea, it looked like some sinister entity cradlingthe town in its filthy arms.

It stinks here, friends, and it�s grimy. Even in thecoldest winter (and believe you me, winters here getquite cold), the stench of smelting ores, refineries,tanners, and too many folks in one place hangs in theair. The unrelenting clanging of anvils and boomingof the refineries fill the ears at all times.

The city is known for its weaponry and armor,which is a relief. After all, if the place is going to stinkso much, it better well be for a good reason.

Its overpowering stench aside, Melvaunt is abustling place of commerce. A common saying is �Ifit�s not in Melvaunt, you don�t need it.�

When our ship sailed into Melvaunt�s harbor, wewere immediately intercepted by a MelvauntianRaven class ship. A customs party came on board, col-lected the usual taxes, and informed us of the locallaws and regulations.

Captain Orgil told me that ships that do not paythe dock tax are put on �sick wait,� which is anotherterm for �quarantine.� These people are not fools;they�ve certainly learned how to get money out of vis-itors and travelers.

Melvaunt is best known for its slave trade, which isto me an abomination of the highest order. Thesepeople sell slaves for shipment to the southern landssuch as the Pirate Islands and the Old Empires. Per-sonally, I have no faith in paladins or priests of Tyr,but I found myself wishing for a large contingent ofboth to wipe these slavers from the face of Toril. Somuch for me being a dispassionate observer.

I�m not a very religious man, though I have beenknown to whisper a prayer to Tymora when I�m about

Melvauntelvaunt is a large trading city that specializesin the manufacture of arms and armor. It is

the strongest city on the North Coast.Population. Melvaunt boasts a population of

50,000, which swells to 75,000 in the warm months.Inns. The city has a large number of inns, but one

of the finest is the Breakwater. It costs 6 gp for bed,bath, food, and drink. The Breakwater specializes inseafood and decent local wines.

Taverns. There are numerous taverns, especiallyaround the docks. The most popular is Umberlee�sBosom, a rough, rowdy place near the docks.

Supplies. In addition to a central marketplace,there are many businesses in Melvaunt. Hermuk�sAllgoods is one of the best.

Watch. Melvaunt�s standing army of 5,000 menalso act as city watch. They patrol in groups of five.

Temples. The three largest temples are the PurplePortals (Gond), the Hall of Laughter (Lliira), and theResting Place of the Whip (Loviatar). There are alsoshrines to Tempus, Tymora, and Sharess.

to toss the dice or murmur a few quick words toHanali Celanil to win a maiden�s heart. But the reli-gious scene in Melvaunt was rather interesting.

The Purple Portals, the temple of Gond the Won-derbringer, is a very popular establishment. This is,however, no surprise in a city that manufacturesthings. I even saw groups of gnomes making pilgrim-ages to the temple, which I found delightful. No onecan throw a party or make a joke like a gnome can,and this gray, depressing city needs a good laugh.

Others must feel as I do, since the next largest tem-ple is the Halls of Laughter, devoted to Lliira, goddessof happiness. In fact, this temple is the first establish-ment of Lliira worship in the North Coast.

The strangest temple in this town is the RestingPlace of the Whip, devoted to Loviatar, Mistress ofPain. I have heard this temple is allying itself witheither Cyric�s priests or the die-hard Banites, but I amnot sure which. Whichever it is, it doesn�t soundgood. And it is most puzzling�since life seems toughenough in Melvaunt, why worship a goddess of pain aswell?

Rumor says there are Harper agents in Melvaunt,

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but I saw none while I was there. It would not surpriseme if there were, and it would be most gratifying ifthey were there to put an end to the slave trade. Per-sonally, I have no interest in joining the Harpers, butI would gladly back them if they were to clean thiscity of its scourge.

It is said that in the winter months, the citizens ofWaterdeep pass the time and amuse themselves bygossiping and making secret little plans and plots.Well, I can say that the Waterdhavians have nothingon the citizens of Melvaunt.

There are three powerful families in the city.The Leiyraghons, the Nanthers, and the Bruils.Each tries to control the Council of Lords, whichgoverns Melvaunt. The three families are unitedonly in their hatred of Zhentil Keep. Now that theKeep has been destroyed, will the families fall uponeach other?

These clans constantly plot against each other forcontrol, and many who aspire to become major forcesin the city seek to ally themselves with one of thethree large families. Like puppies rooting around the

legs of the fat lord who sits at his table and eats, thewould-be powermongers hope to catch some scrapsfrom whichever of the three feuding families they areallied to.

The thing that must be remembered here, how-ever, is that the rivalries are all maintained withgreat subtlety. Each snub, careless reference, oroffhanded joke carries enormous weight. Manytimes a single word has several layers of meaning.Ah, these Melvauntians are wordsmiths as well asweaponsmiths!

The watchword is intrigue. No one wants openconfrontation, for the lessons of Yûlash are fresh intheir minds. Instead, wars are waged at private din-ners, fancy balls, and temple services. All very fasci-nating, I tell you.

With Zhentil Keep now gone, it will be interestingto see what happens in Melvaunt. Some say that Tharis looming as another threat, and that adventuringparties are being hired to scout out the north areas.Apparently, there is more than one way to makemoney in Melvaunt.

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Phlan�Next time the city rebuilt, I think the natives shouldjust knock the buildings right down again and save the nextinvaders the trouble.�

�Orgil, Captain of the Devawing

nce our ship left the smoky, pungent city of Mel-vaunt, we set a westerly course. The next mission:

delivering building materials and artisans to Phlan.I had the opportunity to talk to one of the artisans,

a mason by the name of Hape. He told me that due tothe recent collapse of Zhentil Keep, Phlan was under-going a building frenzy. Everyone was anxious notonly to rebuild Phlan�s walls and structures but also tofill the power vacuum left by the Keep�s destruction.

According to this fellow, a governing body calledthe Council of Ten rules Phlan. It is providing incen-tives for people to move into the city and settle down.I suppose they think this is the quickest way torebuild and repopulate.

Hape also told me that the Council is looking foradventurers who would be willing to help reclaimthose parts of the city not yet under control. You�dhave to pay me quite a bit to take on that job, I�ll say!

Phlan is an old city that was once on par withZhentil Keep, Hillsfar, and Mulmaster. Those of uswho wield harps and wander the Realms call Phlanthe �Spittoon of the North� because it seems like thecity is repeatedly bombarded with the worst thingsthe worst folks can throw at it.

Phlan has been attacked by giants, dragons, Zhen-tarim, orcs, and a spirit called Tyranthraxus. Even thedark god Bane himself uprooted Phlan (along withsome other cities) and placed it in a shadowy realmfor a while. Suffice to say, life in Phlan has not beeneasy. Nor has it been dull.

This is a city in the process of rebirth. Anticipationis in the air, accompanied by a mood of hope thatgrows larger with every business that opens and everybuilding whose repairs are complete.

Unfortunately, a lot of people ascribe this newglory to Tyr, who is a tad too rigid for me. The townseems to be in the throes of a Tyr revival, and there isnothing so annoying as new converts, regardless of

Phlanhlan is an ancient city that has been constantlyrebuilt in the face of repeated attacks. The city

is currently undergoing yet another revival.Population. The rapidly-growing population is

about 4,000 souls at this writing.Inns. Inns include the Laughing Goblin, the

Cracked Crown (a quiet place), Nat Wyler�s Bell (adive located in the slums), and the Bitter Blade, aplace near the docks. The Laughing Goblin is thebest inn of them all.

Taverns. At present, the only tavern in operation isthe Pool of Radiance, a recently-opened establish-ment.

Supplies. These include Ian Cockbum�s Grocery,Matteo the Weaponsmith, Ernst�s Livery, and Jeromeof Melvaunt. Jerome is a fence, and quite reliable.There is also a Slum Market, with stalls that changeevery day.

Watch. The city militia, underequipped and under-trained, patrols the city in groups of four. The slumsare generally avoided.

Temples. Only one: the Waiting, devoted to Tyr.

what they have been converted to (a religion, a phi-losophy, a political system, or a meat-free diet).

The city of Phlan today is divided into two sec-tions. The self-explanatory Civilized Phlan is rela-tively safe and normal. Old Phlan contains numerousruined areas that are dangerous to explore at night.Some have been cleaned out, but none are rebuilt.

There are some interesting sites to visit in Phlan, ifa visitor so chooses. Old Sokol Keep is a beautifulbuilding on the harbor, being restored as a watch-tower. The Valhingen Graveyard is a huge necropolisthat was recently freed from a vampire�s control, butlocals claim other things have moved in.

A rather attractive sorceress named Rowena, whohas moved into Denlor�s Tower, has become Phlan�spremier spellcaster. She enjoys meeting adventurers,and it is said she amuses herself by sending them intothe ruins to fetch odd items for a hefty reward.

So, despite the sight of happy workmen runningaround laying bricks and waving holy symbols of Tyrall over town, Phlan is a fun place to be. Come toPhlan, rebuild a city, and make a name for yourself.

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Thentia�Thentia wants to be more like Melvaunt? All they haveto do bathe a lot less and foul the air a little more.�

�Hape the Mason

e departed Phlan abruptly (which interferedannoyingly with my time with the lovely

Rowena; we were . . . discussing magic), and doubledback, heading east for Thentia. Orgil suggested thatwe bypass Melvaunt completely this time, and no onehad it in them to disagree.

I was pleasantly surprised with Thentia. It is a littlesmaller in size than Melvaunt and not nearly as foul-smelling. Thentia is accountable to no power group orgovernment except what they put in place them-selves; it is a trader�s city and a place that fiercelyguards its independence. I appreciate and admire that,as it also happens to mirror my own way of thinking.

The citizens are friendly and seem genuinely con-tent with their lives. Interestingly, the people�s fierceindependent streak has brought about a very liberalway of thinking in Thentia, which is rare in otherMoonsea cities. The average Thentian is very tolerantof new ideas and philosophies, and many will try any-thing new at least once. They jealously guard theirprivacy (as well as yours, if you need them to).

The city is ruled with a light hand by the Watch-lord named Gelduth Blackturret. The position is moresymbolic than anything. The Watchlord�s main job isto make sure the city is well-patrolled and that allmerchant contracts and dealings are fair and abide bythe laws.

The true power is in the hands of the old families,with names like the Swifthands, the Khodolises, theBirniers, the Mamarrathens, and the Casplardanns.These noble clans are very influential in the city�seconomy. For a city whose business is business, thismakes them most powerful indeed. They are fairlylow-key, though, preferring to wield power behind thescenes rather than in public forums.

Thentia is militarily weak; it doesn�t even have adecent navy to protect its interests. Why hasn�t itbeen overrun, then? A simple reason: Thentia ishome to a group of powerful wizards. But they are not

Thentiahentia is a large city devoted to trade. It is mili-tarily weak but well protected by some resident

wizards who cherish their peace.Population. Thentia has a population of 40,000,

which swells to 55,000 in the summer.Inns. The Beacon is the best-known inn, and the

Inlet is a place best suited for peace and quiet.Taverns. Though there are many, The Bullroarer

(like its namesake) is a loud place and the most fun ofthem all.

Supplies. Mad Melyrk�s is the place to find newand used merchandise, while Angrym�s Livery notonly sells animals but stables them as well.

Watch. The Warders are the city watchmen whopatrol in groups of eight.

Temples. The only Temple is the House of theMoon, dedicated to Selûne. Aside from the temple,there are shrines to Tempus, Tyr, Chauntea, Umber-lee, and Lliira.

Other. A ferry service operates between Thentia,Melvaunt, and Hillsfar.

in alliance with each other, oddly enough. Each sim-ply came to Thentia of their own volition for somequiet and some respite from the competing wizardpower groups. A sort of wizard retreat, as it were.

There are many regular, popular festivals, and theyare usually filled with flash and thunder. Some say thecitizens are merely celebrating their freedom.

But I am not fooled. Those wizards know that thespies of at least four other Moonsea cities lurk here;the fireworks are public displays of their powers,ostensibly to entertain the masses. And what betterway to show that magic defends this city than to havethe city�s mages so prominently displayed?

As a result, these wizards successfully keep invaders,as well as intrusive mages such as the Red Wizards ofThay, at bay.

The city does have a regular defense organization,called the Riders of Thentia. It consists of only 60troops, and they ride strange, sure-footed musk oxencalled rothé as they patrol the city. I suppose that thesurrounding terrain makes such mounts necessary, butpersonally I cannot help bursting out in laughterwhenever I see them.

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Of all the shops in Thentia, I found one that ishead and shoulders above the rest (even though itsowner isn�t). I speak of Mad Melyrk�s, run by thegnome Melyrk Rubyripper. Melyrk is a delightfuleccentric who has elevated haggling to an art form.

Melyrk offers new and used goods to sell, buy, ortrade. His keen eyes make him an expert appraiser. Amost trustworthy merchant, he was a joy to watch ashe scrambled around, speaking in his rapid, nasaltones as he cut deal after deal.

A good horse can be obtained at Angrym�s Livery.Angrym is a ranger and an excellent judge of horse-flesh. He also stables mounts for a fee, and no mountis too exotic. When I visited his establishment, I sawtwo griffons, a hippogriff, three pegasi, and, of allthings, a unicorn. The unicorn left the next day with-out its rider, but I�ll explain why later.

After the hustle and bustle of the crowds, a goodplace to relax is the Inlet, a quiet inn of good repute. Idecided to go there, shunning the rowdiness of The

The Inlet is a place for quiet, intelligent conversa-tion. Many merchants frequent it. I met three peopleat the Inlet that are worthy of note. Two of them werehuman men calling themselves Saradar and Tyllmin.For some reason, I felt compelled not to trust them. Iam unsure, but I believe they are agents of eitherHillsfar, Mulmaster, or the Zhentarim.

The other person of note was an elf maiden by thename of Elaesse Loridiel. I mention her because it wasgood to see that nonhumans were welcome aroundhere. Unfortunately, Elaesse is rather mad at me, andI believe wishes my head on a platter.

You see, we met in the Inlet, and we got alongwell. Very well. Extremely well. Unfortunately, thenext morning when she went to Angrym�s Livery tocheck on her unicorn, she was informed that thesteed had bolted away in disgust earlier that morning.Naturally, Elaesse blames me. I cannot imagine why.

I hired a mount and rode east out of the city inhopes of getting away from my problems. I did, but

Bullroarer or the Beacon Inn. found others to vex me.

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Hulburg�Hulburg had the right idea: fall down and stay down!�

-Ogril Captain of the Devawing

had been told that the way from Thentia to Hul-burg would be rough going, and it was true. The

terrain is bad, and there are only small, hard-to-seetrails to guide you. Raids from Thar to the immediatenorth make travel even more difficult.

At that point, however, I was more than willing tobrave bands of slavering, unwashed humanoids ratherthan an angry elven sorceress. Besides, a solitary ridersneaking well and covering his tracks can slip past orcpatrols with ease. I�d hoped, anyway.

I passed several ruins east of Thentia, but I didn�tstop at any of them. I very much wanted to see theruined city of Hulburg.

Hulburg was built over fourteen centuries ago. Atits peak it rivaled Phlan and Hillsfar in strength andbeauty. However, like most cities in the North, it waspounded repeatedly by all manner of foes until, in theYear of the Bright Blade, Zhentil Keep slit the city�sthroat once and for all.

I arrived at Hulburg on a gray afternoon and imme-diately began to think that facing an angry elf wizardwas preferable to confronting what lay before my eyes.Hulburg is a desolate place, my friends.

The outskirts of the town are laced with beachedshipwrecks that look like the carcasses of dead seaanimals and rotting docks that reminded me of hugerib bones sticking out into the silent bay. A cold windwhistled through the rubble strewn everywhere.

The biggest shipwreck is called the Reaver, and Iam convinced that something dwells in its rottedhulk. It smelled like an open grave, and there was aneerie feel to the place I didn�t like. I left quickly.

I could tell that Hulburg had once been beautiful;many of the ruins held remnants of paintings, mosaics,and now-wild gardens filled with strange plants. Thecity feels dead; that�s the only way I can describe what Isaw there. It was not a cormfortable feeling.

Everywhere I turned I saw statues tossed indiscrimi-nately throughout the ruins. Strangely, all of the stat-ues seem to be rather new compared to the town.

They represent humanoids of all races, ages, andwalks of life, and many of them had looks of surpriseon their faces. I thought I knew what created them,but I kept pushing the idea away.

The old Hulburg lighthouse still stands, and I couldswear that I saw a glowing figure atop it. Slowly itbegan to dawn on me that this was all that was left ofHulburg�the dead.

However, I was surprised to learn that people stilllive in the area. Quiet, sullen folk who cannot evenspell hospitality let alone practice it, these pathetichumans eke out a meager living fishing, hunting, andtending small gardens for produce to sell.

A small, battered keep that lies west of Hulburgproper is the reason these folks have remained. Thekeep is the ancestral home of Clan Hulmaster,founders of Hulburg. Hoping for some civilized com-pany and the chance to sing for supper and a bed, Iheaded toward Hulmaster Keep.

Lord Agryl Hulmaster is the old, broken-downmaster of the keep. He has three offspring: two sonsnamed Angmar and Luren, and a daughter namedAmali. All are humans in their twenties.

Agryl, anxious to keep the family line alive, hasapparently been trying his best to marry off all three.Upon meeting them, I instantly recognized his diffi-culty: all the Hulmaster children have faces notunlike horse�s posteriors and personalities to match.

Agryl tried to foist Amali on me. He was mostinsistent, to the point of summoning his men-at-armsto restrain me. I easily escaped and decided to take achance in the ruins. The food was awful, anyway.

Night in the ruins was as bad as night in HulmasterKeep. It was fortunate that I had made a bed behindsome beach rocks. I was hidden when I saw whatdwelled within the wreck of the Reaver: a pack of seaghouls. A little later I saw scrags, or sea trolls, emergefrom the water and prowl around for food.

It soon became abundantly clear that this entirearea was cursed and a very, very dangerous place tobe. I mounted my steed and rode away as if the veryhordes of the Abyss were chasing me.

I know there are places in those ruins that wouldprobably yield fabulous riches. However, let someoneelse risk the stones of Hulburg. After what I saw, I amquite content to stay away and pursue my craft.

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Sulasspryn�If you don�t think the earth eats, then visit Sulasspryn.You will see how a city can be swallowed up.�

-Dragalor Goldbeard, dwarf warrior

iding through the cold night, fleeing Hulburg, Icontinued eastward. After resting in a small

cave, I resumed my journey and around midday cameupon Sulasspryn. Or what was left of it, anyway.

The city, I had been told, was founded over a mil-lennium ago by Sulass Drowsbane, who retired to thisplace and built himself a keep. People eventually set-tled around the structure and soon a city was born,ruled by the senior male of the Drowsbane clan.

Like Hulburg, Sulasspryn was repeatedly batteredby the worst the North had to offer. Unlike Hulburg,however, it survived the worst threats and was actu-ally on its way to rebuilding.

But in the Year of the Mace the city suddenly andinexplicably collapsed on itself. Many portions evenappeared to have been literally swallowed by theearth. Thousands of people died in minutes. The citywas utterly ruined and consequently abandoned. Andso it lies here, a desolate ruin shrouded in mystery,avoided even by adventurers.

Still, my curiosity gnawed at me, and I decided toinvestigate what I could. Perhaps a song could bemade from this yet.

The ruined keep�s tower still stands, as do an aban-doned temple and an old granary. In the shallow harborlies the wreck of the SeaElf. There are also many largecracks and holes, and much loose ground everywhere. Iwould suggest caution to anyone who comes here.

The tower looked unstable, so I decided not toapproach it. The SeaElf appeared to have beenwrecked not more than two months ago, and it wasfilled with the remains of sailors. Fighting back thenausea I felt, I investigated the dead. It seems thatmost of them did not die as a result of the shipwreck.Most were slaughtered where they stood, by oppo-nents wielding blades. I didn�t stay there long.

The abandoned granary was covered with such amass of spider webs that exploration was impossible.Even worse, the webs defied burning. (Perhaps a result

of the damp sea air?) I didn�t see any spiders, though.The temple appears to have been dedicated to

Selûne, but it has been defiled and taken over bysomething I could not identify. An ice-cold terrorgripped me and prevented me from entering. What-ever is in there may very well explain what happenedto the city.

As I was riding west, back in the direction of Hul-burg, I spied, of all things, the Devawing at full sail.Using my magic I caught the ship�s attention, and wassoon back on board, my hired horse safely in thebelowdecks cargo hold.

Captain Orgil explained that the ship had to make adelivery to Hulburg, and when he heard that someoneresembling me had ridden east, he decided to sail inthat direction for a bit to see if it were me. Hmmm.

I related my tale of the findings in Sulasspryn tothe captain. Though he believed me, he expresseddoubt that anyone would send an expedition to theruins to clean them out. Sulasspryn, he explained, wastoo isolated and too hard to reach for a group toinvest all that time in trying to fight drow. Orgilseemed to think that most people would let the mat-ter drop. Most intelligent people, anyway.

As we turned southwest toward Elmwood, I wasdetermined to somehow call this situation to theattention of the right people. Perchance an inspiringsong or tale would do the trick. I immediately set tocomposing one.

The Sorcerer's Isleuring my earlier stay in Phlan, I had the oppor-tunity to visit some of the outlying sites. On

one such voyage I took a small march along the banksof the Stojanow River (which a decade ago was a foulwaterway, but has since made a full recovery), to themysterious Sorcerer�s Isle.

Before leaving for the Isle, I managed to find someold local history books that dealt with it. That, plussome well-chosen uses of legend lore by yours truly,enabled me to piece together some things about theIsle. What I found surprised me and made me evenmore curious to explore this place.

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South Coast�Such a contradiction! We have Elmwood, a place of peace and quiet, to the west.Mulmaster, a city of danger and treachery, to the east. Gods save us from the con-fusion that is the Moonsea!�

�Elminster of Shadowdale

fter the Devawing picked me up east of Hulburg wemade for Elmwood, which guards the mouth of theRiver Lis. The South Coast is the smallest of theMoonsea�s three regions. Within it flows the River Lis,a dividing line separating the two radically different

natures of the western and eastern halves of the coast.Elmwood is a town of peace and dignity, surrounded by fertile, rolling

farm lands. Beyond its tranquil borders to the south lie the forests of theformer Elven Court, called Cormanthor, and the heart of the WesternHeartlands, the Dalelands. This is a place of blissful quiet, a holdoverfrom the times when humans and elves worked together.

To Elmwood�s east lie the Earthspur Mountains, and within their north-ernmost spurs crouch Mulmaster, called the City of Danger, and IronfangKeep. This area is much harsher and forbidding, with scheming Mulmas-terites and mysterious denizens of Ironfang Keep both ready to challengethe most intrepid traveler. Here, even the smallest mistake can be yourlast. Tread lightly.

The River Lis winds south, leading to Ylraphon, Calaunt, Tantras, RavensBluff, and Scardale. It empties into the Dragon Reach, which in turn leads tothe Sea of Fallen Stars.

The Lis is deep enough for most large vessels. Nevertheless many marinerswho can afford to do so will take the ferries from Elmwood to points south,especially in winter.

This area of the Moonsea provides a very militarily strategic position, sinceit controls entry and exit into the sea. Cities like Mulmaster have attemptedto control it, but to no avail. It seems that all of the cities feel that no onecity should control the waterway.

Another interesting thing about this area of the Moonsea is that it hasmanaged to avoid most of the ravages that affected the other cities, especiallythose on the North Coast. Geography probably played a part in this. How-ever, it seems that the people are more than willing to stir up their own trou-bles (at least in Mulmaster�s case).

The other welcome feature of the South Coast is its warmer, more tranquilclimate. The winds do not blow quite as hard and the storms are not as fre-quent or as long-lasting as in other places along the Moonsea.

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Elmwood“Elmwood is a shelter from the harsh rigors of the Moon-sea. It brings healing to the spirit and rest for the body.And the serving girls are pretty and friendly!”

—Verse from local drinking song

he Devawing put in at Elmwood to restock sup-plies and pick up some cargo that had come

upriver from Calaunt. The layover gave me a chanceto explore this lovely little village.

Situated just west of the mouth of the River Lis,Elmwood is a small farming community that seems tohave escaped most of the trials and tribulations socommon among Moonsea settlements.

The community is most ancient, established backin the Year of the Screeching Vole ( 163 DR). How-ever, it never grew into a city because it lacked theexploitable natural resources for which people cameto the Moonsea: iron ore, gold, gems, marble, granite,and other valuable minerals.

The village supports itself by fishing, farming, andrunning a ferry down the River Lis to the DragonReach, specifically to Calaunt and Harrowdale. I amnot certain, but I think Elmwood is protected eitherby the various gods of nature or by the Harpers.

There are three individuals of note in Elmwood.The first is Ezril Treewarder, a druid who has a smallgrove south of town. Ezril travels with a brown bearand a wolf, and he�s even taken them into the vil-lage�s only inn with him. What a sight that was!

The second is Alamarayne Moonray, a half-elfwoman of moon elf stock. She is the priestess of thetemple of Selûne. Beautiful and wise (but with a mis-chievous streak), she spent a few pleasant eveningswith me exploring the effect of moonlight on roman-tic situations. A most adept researcher, I must say.

The third and most important individual is Thoy-ana Jorgadaul, a female dwarf adventurer, retired.With her piercing gray eyes and braided beard, Thoy-ana cuts quite an intimidating figure. Fortunately, Ihad no reason to raise her ire, but I could tell that,when it comes to the town, she allows little leeway.

She is the undisputed leader of the village and isalso in charge of enforcing the law. In fact, she the

Elmwoodhis lovely hamlet is one of the few quiet havensin the otherwise tension-filled areas of the

Moonsea. It is a lush farming community that, fortu-nately, has escaped exploitation from the opportunistsand military powers who have decimated other partsof this land.

Population. Elmwood citizenry numbers about 500humans and half-elves.

Inns. The Still Waters is the only inn. It providesa comfortable bed, bath, food, and drink for 3 gp anight (5 gp if a horse needs to be stabled).

Taverns. None.Supplies. The Grange is an all-in-one store that

has everything. What it doesn�t have can be ordered.Watch. Thoyana Jorgadaul is the law in town. She

watches the whole town herself.Temples. The only temple is the Chapel of the

Half Moon, dedicated to Selûne. There is a druidgrove devoted to Eldath, but no services are held.

Other. A ferry service travels to Calaunt and Har-rowdale.

law. When I got off the Devawing, she followed mearound. She got friendlier only after Alamaraynespoke on my behalf and I amused her dwarven humorwith a few of my bawdier drinking songs.

Thoyana, Alamarayne, and Ezril are close friends,and they meet once a week as an informal council todiscuss the running of the village. Everyone in the vil-lage seems to be quite content with this form of gov-ernment, since these three individuals obviouslymake the good of the town their highest priority.

I sense that there are still some things to accom-plish around Elmwood. Rumors of ancient elven ruinsabound, and I�m sure Ezril knows more about thisthan he�s letting on. But, frankly, I was so intent onhaving a relaxing time in this leisurely place that Ididn�t dig too deeply into local politics.

Besides the rumored ruins to the southwest, some-thing else of interest has arisen. There is an old wellin the southeast corner of town. Apparently, it used tobe the main source of water for Elmwood, until thedruid allowed a nearby stream to be used.

The well has a lid made of wooden planking,which is there to keep children (or idiots) from fallingin. I was taking a walk one fine evening when I

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chanced to pass the well. Everyone knows that theears of the half-elf are not only cute, they are alsoquite acute.

I heard scrabbling down in that well, good people.As I crept closer, I caught a whiff of something downthere, and it smelled dead. Now, whenever someoneputs the words �something moving down there� and�something�s dead down there� together, there areonly a few possibilities, none of which I wanted toexplore.

Oh, I had intended to tell Thoyana and Alama-rayne about it, but the former annoyed me again andthe latter stood me up. Ezril was nowhere to be found,perhaps he was out hugging a tree. Fine. Let them findout for themselves. Just because I carry a harp, itdoesn�t mean I�m a Harper, you follow?

If you are so determined to get killed, open the welland be my guest, friend. Just make sure you spell yourname clearly for me so I can get it right when I com-pose my dirge that begins �These are people (or fools)who died in the well.�

Mulmaster�Why are ye so happy that Zhentil Keep is undone? NowMulmaster will rise to fill the vacancy. Believe me, that isscarcely cause for celebration!�

�Elminster of Shadowdale

fter leaving the calm of Elmwood, we made forMulmaster to the east. The journey was un-

eventful, and this fact served to continue the pleasantmood we had picked up from our Elmwood visit.

Said pleasant mood was shattered when our shipsailed into Mulmaster Bay. Our eyes beheld a sprawl-ing, walled city nestled in a small valley in the Earth-spur Mountains and our noses were assaulted by thestink of ore smelting. It was worse when we docked,ever under the watchful eye of Mulman naval vessels.They seemed to be hoping for any untoward move onour part.

Mulmaster is nicknamed �City of Danger,� andindeed it is. As a thriving center of commerce, indus-

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try, and intrigue, it is one of the three most powerfulcities in the Moonsea.

The city is surrounded by rocky, barren land.Though not as bad as Melvaunt, the air smells ofindustrial activity such as smelting, refining, and thelike. A thin, acrid gray cloud hangs over the grimycity, stinging the eyes and burning the nostrils.

The city stinks of iron smelting and smelts (yes,the fish). In fact, one of the nicer delicacies you canget from the street vendors is tugen or �smelt on askewer.� It tastes quite delicious and is the basis of aMulman colloquialism, �stuck like a tugen.� Thatpleasant phrase means the person is trapped in a rela-tively unpleasant situation, cannot get out, and isbeing roasted, either figuratively or literally.

Mulmaster is blasted cold. I suspect it must be dueto the city�s location in mountainous, bare shore ter-rain. Some boring sage who was flirting (unsuccess-fully) with a half-elf maid at the Wave and Wink toldme that the mountains create a wind tunnel. Thewinds from the Moonsea roar through the pass andmake things far colder than they have a right to be.

I found the people of Mulmaster to be a hard-nosed, stubborn folk. They are constantly alert for anyweaknesses in others, and their minds are alwaysscheming to further their own positions. Mulmans arenot foolish or reckless, mind you; they are single-minded, driven, ambitious, amoral folk.

It came as no surprise to learn that dueling is legal,and even encouraged. By custom, each duel must beattended by the watch and at least one Cloak.

The Cloaks are the only wizards� guild allowed inMulmaster. In fact, all nonpriestly spellcasters whoshow a certain degree of proficiency are automatically�offered� membership. If they refuse, the poor foolsare either killed, exiled, jailed, or maimed.

The city is ruled by High Blade Selfaril who tookpower by killing his predecessor in the Year of theSpear 1348 DR. Selfaril is a clever, conniving warriorwho does his best to keep his city on top of the heap.

Recently, Selfaril wed the First Princess of Thay,the Tharchioness of Eltabbar. It strikes me as a mar-riage of convenience that creates an alliance betweenMulmaster and Thay. This joining should concern allfolk who value freedom and peace.

Mulmasterhis large city is built into the very spine of themountains to the south. It is a naturally-protected

fort, filled with both troops and the deadly Cloaks.Population. Mulmaster has a population of about

67,000 people, which swells to 100,000 in the sum-mer months.

Inns. The Traveler�s Cloak Inn is by far the nicestplace to stay. Food, drink, and bed cost 5 gp a night.Other inns include the Black Blade and Bloody Boar(rowdy), the Flying Bed (quiet), and the LeaningBoot (a dive).

Taverns. The Oxpit Tavern (the most well-known) has the best food. The Boring Pig is dull, theSmashed Plate is loud, and the Ghoul�s Bees is clean.

Supplies. Mulmaster has fully equipped shopsoffering a broad range of goods and services.

Watch. Mulmaster�s army doubles as city guard.Temples. Black Lord�s Altar (Cyric), High House

of Hurting (Loviatar), High Hall of Swords (Tem-pus), Tower of Mysteries (Azuth), Gate of Good For-tune (Tymora). There are shrines to Lathander,Malar, Mask, Talos, and Umberlee, the last enforcedby the Temple of Cyric.

Besides the High Blade there is also a group of six-teen Blades, or nobles, who are the ruling body. Eventhen, people say that the Cloaks are in fact the truepower behind the scenes.

Interestingly enough, the only wizards exempt fromthe Cloaks� forced membership are diplomatically-attached wizards and members of the royal court. As aresult, numerous Red Wizards of Thay (all supposedlypart of the Thayvian embassy) wander the streets anduse magic with impunity.

The armed forces of Mulmaster comprise a well-trained and well-equipped army of about 6,000 men.A special group within the army called the Hawksworks as an independent unit that travels the Realmscommitting murder, espionage, and sabotage in orderto further the interests of Mulmaster.

Mulmaster is a very religious city. In fact, it has fivearchpriests on the city payroll, one from each of thefive largest temples in town. Besides the five temples,there are shrines to Lathander, Malar, Mask, Talos,and Umberlee. The worship of Mystra is forbidden byorder of the Cloaks.

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The House Built on Gold�the temple to Wau-keen, goddess of commerce�was abandoned after herapparent death. But the Tharchioness is trying hardto persuade her husband to allow her to reopen thetemple as a place to worship the Thayvian gods. Self-aril is considering the matter, though both the Strife-lord and the Cloaks oppose the idea.

Mulmaster is an expansionist city that will nodoubt take advantage of the power vacuum of the lossof Zhentil Keep. However, Mulmaster has beenrepeatedly repelled by other Moonsea cities in itsattempts to grab power. The latest try came duringthe Year of the Bow, 1354 DR, when Mulmaster�s�New Fleet� was destroyed in a large naval battle withthe ships of Zhentil Keep. Even as I write this, Mul-master�s navy is being rebuilt. I see trouble ahead.

I am positive that there are Harper agents in Mul-master, but I could not find them.

The social life in Mulmaster is interesting. With somany folks, there are scores of inns and taverns to fre-quent. The docks are a wild, rowdy place where Mul-masterites vent their aggressions and exercise theirambitions on each other and the poor unknowing foolswho step off the boats. Avoid those foggy, shadowy piersat night unless your tongue, eyes, and sword are sharp.

The city boasts a great number of dance halls,which are some of the more interesting night spots inMulmaster. One of the current favorites is the Waveand Wink, a fun, rowdy establishment. Surprisinglyenough, people from all walks of life and social stand-ing meet at the Wave and Wink to talk, dance, flirt,and perhaps find some interesting company withwhom to spend an evening.

I personally spent a lot of time at the Wave andWink, where I was prevailed upon to play much of myrepertoire (at least the tunes that could be danced to;the dirge called �Mordrym and his Lost Wife� wouldnot have been well received!).

The upper social classes have their own parties,and a friendly ale-mate at the W&W told me where:a complex called the Palace of Revels underneath theHigh Blade�s residence (the Tower of the Wyvern).Feeling a bit full of myself, I decided to find this placeand crash a party there. So, dressed in my finest garb,I snuck into the Tower and made my way down to the

Palace. The plan was to remain unseen until I had agood idea of what I was getting into.

Discretion was a wise move on my part. As Iwatched from the shadows, many of the city�s mostinfluential people danced, ate, and drank as guests ata normal party would.

As time progressed, however, the people beganindulging in a few things that would cause a drowpriestess to recoil in disgust. I shall not say what I saw;suffice to say the entire female staff of Loviatar�s HighHouse of Hurting was in attendance as �special� guests.I fled back to the W&W and proceeded to drink myselfinto a blind stupor to erase what I saw from my memory.

Mulmaster has no thieves� guild. Whenever indepen-dent thieves achieve a certain level of notoriety, they arehunted down and either imprisoned, killed, or exiled.

By the way, avoid South Road Keep. It is the oldestand southernmost building in Mulmaster. It is used asa headquarters for the army as well as a constabulary.Prisoners, including wizards in noncompliance withthe Cloaks and a few notorious thieves, are kept incells in its subterranean dungeons. The Keep guardsthe only gate leading out of the city, on the NorthRoad to Maskyr�s Eye.

After three nights in Mulmaster, the captain of theDevawing informed me that the ship was making forRavens Bluff, the Living City. I had no intention ofgoing so far south at the time, so we parted companyamiably.

Once it became known that I was not �with� any-one, I became the prey of the various and sundry conartists, bullies, and other opportunists who crawledout of the woodwork. A glib tongue, a sharp sword,and a well-cast spell or two got me clear, but I caughtthe unwanted attention of the Cloaks.

I had cast a spell, and such activity is illegal ifyou�re not a Cloak. I decided it would be best to leavethe city . . . fast.

If you wish to stay, know that the remnants ofWaukeen�s clergy want to know how her temple wasdestroyed and are willing to pay a group to delve intothe wreckage. Also, I could swear I saw some youngwomen chained in the House of Revels, and I think Irecognized some as daughters reported missing fromimportant Dalelands families.

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MoonseaMiscellany�If you spend all your time worrying about whether or not certain rumors are true,you will newer have time to leave your house in order to find out for yourself.�

�Graffito on the latrine behind the Wave and Wink

hroughout my travels I saw many interesting and strangethings that defy definition. The number of tall tales andwild-eyed stories that the sailors amused themselves withduring the voyage were hard to swallow, although theyswore them to be true. I will simply relate the stories to you

here, and let whoever reads my missive decide for themselves what tobelieve.

Myths, Rumors, andLegends of the Moonsea

hile the Moonsea itself has no islands of its own, there is talk of a mysteriousisland called Maos. The mariners say it rises to the surface of the purple

waves of the Moonsea once every four years, on Shieldmeet at dusk. The islandsupposedly appears when the last rays of the setting sun fade, and stays on the sur-face for a set period of time. However, no one agrees on how long it remains. Theguesses are:

� The island sinks once it has claimed a certain number of victims.� The island sinks when the first rays of the next rising sun strike its slimy,

blackish-green towers.� The island sinks when a certain amount of treasure is taken from its vaults.� The island sinks when priests of specific good-aligned deities set foot on its

tainted ground.

Whatever the reason, the island is nevertheless known as a place of fabu-lous wealth. There is talk of vast treasure vaults deep within the island�sstructures, ancient libraries containing long-forgotten spells, and storehouseswith ancient artifacts and sentient swords.

I was unable to find any information about what Maos is or was. Somesages claim that it was an ancient city of learning, but they have no proof.Many of them suggest that it was the home of an ancient human kingdomthat predated the elves. Elminster of Shadowdale�s only words on the matter

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were, �Why seek knowledge about dead, sunken citieswhen there are so many living, dry cities with just asmuch to do in them?� A big help he was!

Mariners also claim that the island is guarded bynumerous sea-creatures, including the animated bod-ies of past victims. There is also supposed to be somegreat curse on the island, known only as �The Curseof Godly Silence.� I found no one who could�orwould�tell me more about this.

The only thing known with certainty aboutMaos is that it rises fast and sinks fast. Many oldsalts� tales are told of it dragging with it haplessships that mistakenly sail too close to its deadlyperimeter.

Sea Drow?had never heard of such beings, but that�s what

the superstitious mariners call them. Accountsvary widely, but there is a common thread in many ofthe stories that lend credence to the rumors.

Mariners claim that on certain moonless nights,usually when ships are becalmed, dozens of lithe, pale,human-shaped figures swarm out of the water andsteal aboard the ships. They take cargo and slavesdown to the briny depths.

These intruders are described as slim, gracefulhumanoids with long hair resembling wet seaweed.They can see in the dark and are resistant to spellsthat charm the mind.

These �sea drow� are also known for being quitecruel. Sometimes, it is said, they sneak on boardships and kill all but a few people. They then slipsilently back into the sea, leaving the horriblymutilated corpses to frighten the terrified survivorseven further.

Whether they are drow are not, they seem likeelves by virtue of description and nature. It remains tobe seen just how much truth there is in all this.

The �sea drow� are usually found in the generalarea of the Bell of the Depths.

The Bellof the Depths

nlike some of these other rumors and legends,the Bell of the Depths is quite real. When the

city of Northkeep was sunk during the First Turn-about, the last trace of its buildings as it sank beneaththe waves was their towers, their bells still tolling, asthe entire city bucked and pitched into the sea.

On many a clear, quiet night the bells can be heardtolling. People as far away as Hillsfar swear they haveheard their eerie sound.

Many sailors and Mooneyes have different ideas ofwhy the bells toll. Some say that if someone hears thebells toll a different rhythm from what his comradeshear, that person is marked for death. She or he willpass away before the next phase of the moon. Otherssay that Northkeep will rise again when the bellscompletely cease tolling.

When the nonhuman gods sank Northkeep, theyalso slaughtered all 40,000 supplicants for daring towake them. All of the dead tumbled into the sea,making their graves with the dead of Northkeep.Many think the bells are rung by the cursed forms ofthe nonhuman priests, shamans, and witch doctorswho chanted to their gods and sunk the city.

Superstition says it is good luck to begin explo-ration of the sunken ruins of Northkeep as the bellsbegin tolling.

Myself, I find it difficult to believe these wild sto-ries, but quite a few people swear to their veracity. Ihope I can learn for myself someday whether the sto-ries are true.

Ironfang Keephis mysterious fortress can be found in theEarthspur Mountains. Its true nature remains

awash in speculation.What is known is that the keep is occupied by wiz-

ards of great power; no one knows who they are orwhy they are there. All that is known is that anyonewho dares explore Ironfang Keep either never returns,

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is found dead, or goes mad. One survivor last seenwalking toward the keep was found weeks later, wan-dering the desert wastelands of Anauroch. The onlyword he could say was �green.�

Some foolish, ill-informed folk who fear magicclaim that Ironfang Keep is where Elminster ofShadowdale, Khelben Blackstaff of Waterdeep, LadyAlustriel of Silverymoon, the Red Wizards of Thay,and other high mages gather. These people claim thatthese wizards determine the fate of the Realms, con-trolling every event that happens. I�m not sure thatwizards of such power care about the fate of a fewMooneyes, but it would be wise to steer clear of thekeep, just in case.

The Sorcerers� Isleome say that this ancient structure was built bywizards and sages from the Old Kingdoms, since

its pyramid shape is a form of architecture more com-monly found in such lands.

In any case, the Sorcerer�s Isle seems to have beendesigned as a place of solitude for wizards to study,perform research, and cast spells.

Certain sages say that the builders of IronfangKeep and the Sorcerers� Isle are one and the same.They go on to speculate that both structures arepower points of a triangle, but the third point hasbeen hidden. They claim the third point either goesdownward into the elven forests of Cormanthor orupward into Vaasa. No one has ever been able toprove this theory, and personally, I think it is a bitfar-fetched.

Whether this is true or not, many explorers andtravelers claim to have seen great numbers of wizardsfrom Zhentil Keep and Thay, and the Cloaks of Mul-master, exploring the structure at different times.

It is thought that perhaps one of those wizardpower groups intends to claim the Isle as its own.Since there are several in contention for it, one canonly guess at the massive magical struggle that mayensue. Of course, nearby Phlan may suffer greatlyfrom such a battle and would require adventurers toprotect the still-recovering city.

�The OrcFortress�

ocated south of the Dragonspine Mountains,this abandoned fortress is supposedly an outpost

of Thar. Although it has a real name, it has long sincebeen lost. It is rumored to be under the watchful eyeof the orc gods (especially Grummsh), who protect itssecrets with a horrid collection of outer planesdenizens and undead.

The Floating DragonMariners who sail near Zhentil Keep talk of a largedragonlike creature with a shell on its back. Thisbeast has apparently become bolder since the setbackssuffered by Zhentil Keep.

It is claimed that the dragon-beast, which appar-ently breathes steam, has a lair in the cliffs on thenorth shore of the Moonsea. Its cave is rumored to bebut a day�s ride east of Zhentil Keep. The lair is sup-posedly filled with treasures from sunken vessels.

Power Groups�Kill a lone enemy, and bury your troubles; kill a memberof a group, and look over your shoulder for the rest ofyour life.��Selwyn Brokeshield, one day before his untimely death

he military, political, and supernatural factionsof the Moonsea are as varied and inhospitable as

the terrain itself. If petty squabbling, hallway intrigue,and general mistrust among and within these groupswere to evaporate, this region might well be a power-ful force in the Realms.

The ZhentilarThe armed forces of Zhentil Keep are in disarray dueto the Keep�s recent setbacks. However, in individualforces they are still a viable enemy to be reckonedwith. They can be found everywhere from the Citadelof the Raven to Yûlash.

Zhentilar patrols encountered in the vicinity of

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Zhentil Keep are lean and leaderless, looking tosnatch what they can to survive. Morale and disci-pline have broken down completely, and it is everyman for himself. Expect to be robbed�or worse. Ifyou are unfortunate enough to be of any kind of non-human extraction, be very, very careful if youencounter any of these soldiers.

Zhentilar forces in places like the Citadel of theRaven, Teshwave, and outside of Yûlash are still verydisciplined. In general, they will adhere to their mili-tary goals and missions and not bother you. But theywill consider it a challenge if you provoke them eitherby actions or by a declaration of allegiance to theirhated rivals (Hillsfar, Harpers, Mulmaster, etc).

Red PlumesThe Red Plumes of Hillsfar can be found everywherefrom Hillsfar proper to Yûlash, which they occupy.Scout patrols are occasionally seen in the vicinities ofTeshwave and Voonlar.

The Red Plumes can be bribed, but it usually takesat least 5 gp per soldier for a typical five-man patrol. Ifyou show the colors of Zhentil Keep or Mulmaster,expect to be attacked and captured. If you are unluckyenough to have this fate, you will most likely wind upfighting to the death in the Hillsfar Arena. I haverecently heard rumors that some of the more depravedPlumes will sell captives as slaves.

MulmansThe highly disciplined patrols of Mulmaster should notpose much of a threat as long as you make no aggressivemoves toward them and do not declare your allegianceto Hillsfar or Zhentil Keep. The Mulmaster armies travelin groups of six, usually accompanied by a Cloak of theminimum level of magical skill found in the guild.

Mulman patrols can be found anywhere, from justeast of Elmwood to just west of Ironfang Keep. Theyalso patrol the North Road up to the halfway pointbetween Mulmaster and Maskyr�s Eye.

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The Mages� Guild of HillsfarThis group is trying to bring down Maalthiir, lord ofHillsfar. The Guild is always looking for new mem-bers, or at the very least perhaps people willing to doa favor or two for them. They are willing to pay well.

The Guild members will not make any hostile ges-tures toward you, unless of course you happen to workfor Maalthiir. Guild members recognize each other byspecial hand signs. They usually travel in pairs, espe-cially at night.

NonhumansThe Kingdom of Thar, under control of the beast-men (ogres), sends raiders south and southwest to thenorth coast. The raiding parties usually consist of adozen orcs and up to a half dozen ogres. They are allmounted on rugged steeds, riding anywhere fromZhentil Keep to Sulasspryn.

If you meet them, they might let you go if you bribeeach raider with a dozen gp (minimum). Any less con-stitutes an insult and will be dealt with as such.

Besides the vast assortment of humanoids, themonsters normally encountered in the Moonsea areaincludes red, green, and blue dragons, wolves (includ-ing worgs), gryphons, manticores, bugbears, and mostspecies of spiders. Don�t forget about the sea crea-tures�scrags and sea drow�that pose an eternalthreat on the ocean waves and in some coastal areas.

TradeEach city has its own specialty, and anything can befound in the Moonsea.

Mulmaster exports ships, weapons, armor, and jew-elry. It imports produce, textiles, liquor, and wood.

Hillsfar exports cloth, furs, arms and armor, gems,and a fiery liquor called Dragon�s Breath. It importsraw gemstones, ore, and untreated pelts.

Phlan frantically imports all manner of goods, andis currently exporting nothing.

Elventree exports wood crafts, herbs, bows andarrows, fruits, and tapestries. It imports metal goods,parchment, wine, and seafood.

Melvaunt exports metal goods and slaves andimports ore and produce.

Thentia exports boats and seafood and importswood, metal goods, and produce.

Other MapFeatures

f you look at the huge map of the Moonsea thatthe Mulmasterite cartographers have painstak-

ingly prepared, you will notice a few sites that per-chance you have never heard of. Now, I cannot tellyou too much about all of them, but let me mention afew to whet your appetite.

The Maidens� LossThis is a site where two elf maidens disappeared yearsago. It is said that sometimes, on nights when the fullmoon turns night into silvery day, that their spiritswander the site and will answer one question posed bysomeone who follows Good.

Abarat�s FollyA tower made of pure ivory, this structure was con-structed with spells cast by Abarat, an elf wizard. Notonly is the tower incomplete, but the rooms arerumored to lead to other planes. This is supposedly aresult of the unstable magics used to build the seem-ingly unimpenetrable tower.

The Lone TowerThis tall granite tower was built to protect the Moon-sea against Thar. Years ago it was a scene of a greatslaughter between the humans of Thar and beingsfrom the north.

There is a round field, called the Giant�s Cairn, sur-rounding the Tower. The barren stretch is dotted withgreat burial mounds capped with stones. I have beentold that some inscriptions on the stones are cursesthat summon giants, but that sounds too far-fetchedto be true. Many of Thar�s humanoids who died at theLone Tower are said to be buried at the Giants� Cairn.

Shipwreck GraveyardBeware this place: It is infested with sea-going undeadthat are protecting something of great value. No oneknows what that is�most believe it is a grand trea-sure. Greedy mortals who venture there fall victim toundead press gangs.

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Point MoonseaThis is a noted spot where Mooneye couples tradi-tionally seal their betrothal. (What do they do?Exchange sullen looks? Ah well.) Actually, it is alovely spot, very appropriate for whatever affectionatefeelings any Mooneyes might share.

There is a Moonsea legend that says couples whocome here and exchange their vows on the first nightof Selûne�s feast day will have no strife or unhappinessin their union. If such a thing were only true. . . .

The Ruined Orc CityThe true name of this place has been long forgotten,and it�s easy to understand why no one wants toremember this place: The ruins are infested with giantspecimens of all types of vermin. Legend has it thatwhen the city�s name is finally discovered, the inhabi-tants� remains will rise from the dead, form into anarmy, and march on Thentia.

Seawave RuinsThentia had created a colony of sturdy people toexpand the area of the city. After a few unsuccessfulyears and more than one attempted invasion, all thatis left are the ruins. The colony was finally destroyedby the orcs of the ruined orc city.

Point IronThis small iron mine was a very profitable enterpriseup until about a century ago. It was run by dwarves,which explains the profits. Now, however, duergarcontrol it. Some say there is a small vein of gold here,but none have ever found it.

Fort DaltonDuring one of the many dragon migrations, Fort Dal-ton was blasted into rubble. A cult of some forbiddengod or other now dwells there, or so the story goes.

The Lis RuinsThis pitiful pile of rubble is all that�s left of the lastand southernmost Moonsea city to be destroyed. Thecity was supposed to be a gateway to the River Lis, butit was reduced to ruins 100 years ago by the FlyingPlague (a horde of perytons, harpies, and manticores).

What to Do, WhatTo Do?

ery well, you�ve seen what a bad place the Moon-sea is. So, you must be wondering why you

should bother going there, eh? Well, aside from thetrading and natural resources, consider the following:

� It is said that not all things are as quiet in Elm-wood as one might think. Ruins to the southeastboast of treasures most exotic, guarded by creatureseven more so.

� There has been a rash of �disappearances� in thenorthern Dalelands. The victims range in age fromthirteen to nineteen years old, and both males andfemales have been captured. Many of the culpritswere seen heading toward the far western edge ofthe Moonsea. The word �godson� has been heard,but no one has yet made any connection.

� There is rumored to be a secret pirate harbor alongthe rocky northern coast of the Moonsea, betweenZhentil Keep and Phlan. Carved from the cliffsides,it supposedly houses pirate ships, prisoners (manyfrom rich families), loot from raided vessels, andthe usual expected pirate treasure. Unfortunately,the base is also guarded by some huge sea creature.

Farewellhus ends my tour of the Moonsea, a rugged,harsh, violent, cold place with like-minded peo-

ple. Keep your wits, eyes, and swords ready, and youwill survive, maybe even prosper. Falter, and you willlose your life. Till swords part!

�Mendryll Belarod the Half-Elven

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